Yea. My point is, the Iowa explosion occurred when they fired supercharged powder bags. And I was advocating firing flechette ammo out of a gauss rifle that is not designed to hold flechettes, the differently designed silver bullet gauss is the gun that safely fires flechettes, and it cant fire standard slugs as a result. So a 1/36 explosion chance, cause of the 2d6 we have to work with, feels fine. I mentioned that a realistic explosion chance is lower then 1/36, but for the game we play, with 10 turns on the table, a 1/36 is just enough to happen in a few games to be a gameplay element.
Retry, it sounds like you agree with me. Loading an ammo type the gauss rifle isnt meant to fire is reckless, like the Iowa gun supercharge. And like the Iowa gun, its a completely preventable issue--dont experiment with weird ammo loads in your gun, and your gun will be happy! Recklessly loading the wrong ammo into a gauss rifle thus seems to check out as potentially exploding the gun.
As for jam and BV, yes jam on ultras is a bad mechanic for BV balancing, simply because while we could have appropriately discounted the ultras with the BV formula, the designers didnt. That doesnt make jamming on a 2 bad, it just makes jamming on a 2 a poor risk reward BV balance issue, because there is no reward for the jam chance (which, with BV, would be a BV discount reward for using a weapon with the jamming flaw). Back when we balanced with tonnage 30 years ago, the nominal balance was that an ultra did more damage for the tonnage. However now that we balance with BV, ultras specifically have fallen way off as a weapon.
The reward here is giving flak to gauss, or anti-infantry to gauss, where that capacity did not exist before. Sure you can make it free, likewise you can increase the damage to 20 for free, but its more in spirit IMHO that a bonus like flak or AI gets countered by a drawback like jam/explosions, seeing as its a completely optional ammo type that can only see play in narrative games since its a fan creation. If my opponent asked to have an AI infantry or flak gauss round for their Wardog, I know I would be WAY more likely to say yes if it came with a drawback. The same drawback, in my example, as the 'rapid fire standard autocannons', cause its an established 'risk/reward' in the tac ops book so I borrowed that. If its a less harsh drawback then that, Im most likely not going to be happy allowing the Wardog to wreck infantry and aircraft with alternate gauss ammo. A .3% failure risk, in a 10 turn game of battletech, is impossibly low even if realistic. We'd have to play 33 games to see it fail once. A 1/36 though I will likely see in my lifetime however.
I played with 3 ultras last month in my list, 2 20s and a 10, played 6 games, and I jammed once and only with the 10. And it sucked! But it was only 1 jam in 6 games. It felt totally reasonable despite it sucking when it happened. I hit 4 shots with the 2 20s 2 times total across the 6 games, and that felt more amazing then the 1 time I jammed. For the BV, I would have been better off with 3 gauss rifles 100%, but it was for fun.
So anyway, the point is a 1/36 'bad thing' happening isnt the end of the world in battletech, because of the game's nature. Its very different in 'wargame: red dragon' style simulations.